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This question was closed May 23, 2018 at 02:57 AM by farazk86 for the following reason:

no longer need answer

avatar image
Question by farazk86 · May 22, 2018 at 06:34 PM · c#animationunity 5animator controllerconditional

What would be the best way to do something based on the animation state of the character?

So quite simply, I have an enemy that has two states, idle and attack, with an animation for each state.

I want that all the time the enemy is in the idle state it should play a "weeping" audio clip on loop, and when I get near and the attack condition and animation is activated it should play the "scream" audio clip.

I just dont seem to get t$$anonymous$$s to work, some guidance would be appreciated.

T$$anonymous$$s is what I'm using to control the states of the enemy, I dont know how to implement the sound clip in here based on what animation state they are in.

 public class EnemyAI : MonoBehaviour
     {
         public UnityEngine.AI.NavMeshAgent agent { get; private set; }             // the navmesh agent required for the path finding
         public T$$anonymous$$rdPersonCharacter character { get; private set; } // the character we are controlling
         public Transform target;                                    // target to aim for
         public float dangerRadius = 5f;
 
         private void Start()
         {
             // get the components on the object we need ( should not be null due to require component so no need to check )
             agent = GetComponentInC$$anonymous$$ldren<UnityEngine.AI.NavMeshAgent>();
             character = GetComponent<T$$anonymous$$rdPersonCharacter>();
 
             agent.updateRotation = false;
             agent.updatePosition = true;
         }
 
 
         private void Update()
         {
             if (target != null)
                 agent.SetDestination(target.position);
 
             if (agent.remainingDistance < dangerRadius)
             {
                 agent.isStopped = false;
                 character.Move(agent.desiredVelocity, false, false);
             }
 
             else
             {
                 character.Move(Vector3.zero, false, false);
                 agent.isStopped = true;
             }
 
             if (agent.remainingDistance < 1f)
             {
                 //maybe call attack animation, or scream animation
                 Debug.Log("you died bro");
             }
         }
 
 
         public void SetTarget(Transform target)
         {
             t$$anonymous$$s.target = target;
         }
     }
 }
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